This page contains descriptions for magic items that are in the Living City campaign many of these
ARE NOT AVAILABLE ON THIS SITE OR IN LC THROUGH CURRENT MODULES.

This is not a list of items for trade.
Items available for trade are on the Items for
Trade Page.

Armor and Shields
Boots, Cloaks and Robes
Misc. Items
Potions, Ointments, Oils and Elixirs
Rings
Scrolls, Spells and Spellbooks
Wands, Staves and Rods
Weapons


Armor and Shields

Armbands of Defense AC6:
These armbands work exactly like bracers of defense AC6 with regard to protection provided and compatibility with other protection items.  They are worn higher on the arm, allowing a pair of bracers of some type to be worn.

Bracers of Beauty's Defense:  
These gold bangles of the finest quality serve to protect natural beauty.  they function as bracers of defense with an AC rating based on the wearer's Charisma.
 

  • Charisma 5 or less: AC 10
  • Charisma 6-7: AC 9
  • Charisma 8-9: AC 8
  • Charisma 10-11: AC 7
  • Charisma 12-13: AC 6
  • Charisma 14-15: AC 5
  • Charisma 16-18: AC 4
  • Charisma 19+: No effect
As these bracelets protect natural beauty, they do not function on a wearer with a Charisma higher than 18.  While these bracelets are worn, no magical bracers will function.

Chainmail of Comfort
The wearer of the armor has no encumbrance by this armor and the armor is treated as regular clothing. The armor provides AC 5. Spellcasters cannot cast while wearing this armor.

Chainmail +3, drowen:
This functions as normal chainmail +3 but is destroyed unless the PC has a magical backpack from Hathmar to keep the item within.

Dwarven Full Plate

Dragon scale Shield +1
This piece of dragon scale is perfectly shaped as a small shield, and provides +4 bonus to Saving Throws vs. Acid Attacks when in use.

Energy Shield +2
This large steel shield is well made, but not otherwise exceptional in appearance. In addition to functioning as a normal shield +2, it also grants in additional +2 to its bearer's saving throws versus invocation/evocation magic when wielded in combat. Valued at 8,000 GP.

Excellent Shield
A medium shield constructed by the master armorer Opara Rendril. The shield bears both the coat of arms of House Grimm and the PC's personal standard. This shield is so sturdy that it grants the bearer a non-magical +1 bonus to armor class in addition to the usual one-point adjustment to AC for the shield. The shield makes all item saving throws with a +1 bonus.

Gnomish Non-Magical Leather 

Mithril Buckler Shield:
This small shield (buckler) made of mithril confers no magical bonuses, but it is almost mirror-bright and reflects light.  If the shield is wielded properly, this effect causes an opponent fighting the wielder of the shield to make a saving throw vs. Paralyzation each round to avoid a -1 penalty to hit for that round.  This effect only works when bright light can be reflected by the sheild, and casting a light spell on the shield does not add the reflective effect to the light effect.  Learning to wield the shield correctly requres a weapon proficiency slot be devoted to it;  the reflective effect is not gained until the proficiency slot is devoted to the shield.

Pawbands of Defense 

Small Shield +3, Drowen:  
This functions as a normal shield +3 but is destroyed unless the PC has a magical backpack from Hathmar to heep the item within.

White Dragon Shield
This white shield is tinged blue in color looking as if a wash was applied. It is enchanted so that the scales protect the wearer from cold by granting an additional +1 bonus to saves vs. cold-based attacks that are blocked by the shield. Anyone carrying this shield will be targeted by evil dragons in future encounters.


Boots, Cloaks and Robes

BAT Cloak:
This black cloak is well made and very fashionable.  It can produce a magical cudgel +2 from within its folds, which does 1d6-1 damage (minimum 1 point).  The cudgel can only remain outside the cloak for 1 turn before it loses its magic permanently, and the cudgel must remain in the cloak for 1 hour once replaced, to recharge.  If the cudgel loses its magic, then it will not return to the cloak ever again.

Bunny Slippers of Speed:
These slippers work like boots of speed, but they have big bunny heads with floppy ears (real) on the feet. They look so cute as to be embarassing.

Cloak of the Bat:

Cloak of Blackflame 

Cloak of Cold Protection
This white cloak renders its wearer comfortable in temperatures as low as -400C, grants +4 (instead of +2) to saving throws versus cold-based magic, and makes its wearer 95% invisible in snowy fields or similar situation, and otherwise functions as a cloak of protection +2.

Cloak of Infravision:
This fine black velvet cloak, lined with midnight blue satin, has a silver clasp with an "M" on it.  When a charge is used, the weare gains infravision, as the spell, to a range of 120 feet.  This lasts for one hour.  The cloak cannot be recharged.

Cloak of Lathander, Minor 
This cloak provides a continual light spell when the wearer opens it wide. It also allows the wearer to turn undead as a 5th level cleric two times per adventure.

Cloak of Protection  (ranges from +1 to +3)
The various forms of this marvelous cloak all appear to be normal garments of cloth or leather. However, each plus of a cloak of protection betters Armor Class by one and adds one to saving throw dice rolls. This cloak can be combined with other items or worn with leather armor. It cannot function in conjunction with any sort of magical armor, normal, nonleather armor, or with any sort of shield. 

Cloak of Protection vs. Fire:
The cloak grants a second saving throw vs. magical fire attacks.  This additional saving throw eliminates all damage from fire attacks if made, or allows a second attempt at a failed saving throw to be made.  It works with other items of protection, but cannot be used with other cloaks.  Each second saving throw uses one charge; when all charges are gone the cloak acts as a ring of fire resistance.

Cloak of Starlight
Under starlight, the cloak confers the wearer vision as in daylight. When underground with little or no light, the cloak confers infravision 60' range. Furthermore, there is a 20% chance that if the PC stands still he will blend into natural surroundings underground.

 

Cloak of Strength:
Exquisitely tailored and made of dark green velvet decorated with a red gem that rests above the wearer's heart.  When the wearer touches the gem, he/she is granted a +2 (or +20%) to their strength (max 18/00). Usable once per adventure.

Robe of Cats Eyes
This robe gives 30' vision from the eyes of varying sorts of cats all over it. Cancels out any minuses to tracking and other sight-based proficiencies when used in darkness. Is limited to use at night or darkness else there is a high risk of blindnes. Bright flashes of light even at night cause the cloak to cease functioning for one day.

Robe of Kelemvor
This robe is the equivalent of AC 5 for any priest that is of Lawful alignment. If worn with other armor that provides better protection, the robe gives no benefit. Priests of Kelemvor will be affronted if a non-priest wears the robe.

Robe of Vanishing:
Useable by thieves only. A thief needs only to grasp the hem of the robe, clutch it very tightly and
they simply seem to vanish. Although the thief has just affected an escape as per a rope trick spell (no rope of course) and is also made invisible. The rope trick lasts for up to six turns if the wearer stays still, the invisibility lasts for six turns. May be used once per day.

Robes of the Wraith
These robes provide AC 4 protection to evil wizards and priests, AC 6 protection to neutral wizards and priests, and no protection to anyone else. The robes are permanently black with a bloodstained design. Undead are automatically non-hostile to the wearer. The robes have the permanent smell of death and repulse normal animals and reduce Reaction checks among humanoids by one category (worse) for the whole group of people with the robe wearer.

Scarf of Tears
When worn as a veil, the scarf confers +1 to the wearer's Charisma-related checks. It does not increase Charisma. Also, a white shimmering light that circles the wearer's head can be summoned. The light has a 3-foot radius, enough for the wearer to read by.


Misc. Items

Amethyst of Abjuration:
T
his item is an amethyst of 500gp value.  It may store any one abjuration spell up to 4th level.  If no spell is stored in it, the user may capture any abjuration spell of up to fourth level which takes effect within 10 meters of the user.  This amethyst may only be used by a wizard capable of casting abjuration spells (thus transmuters and illusionists may not use it).  It will absorb and release one spell, after which it becomes non-magical.

Amethyst Gem
This gem gives the user +1 to all saves for one adventure. The gem is not rechargeable. After the magic is used, the gem is worth 5,000 GP.

Amulet of Chaosbane
This magical item gives the wearer an unmodified saving throw vs. the chaos spell. This means no magical, racial or granted bonuses. Priests, paladins, rangers, rogues and wizards who are not enchanters can use it. It does not function if the wearer possesses any other magical amulet or a scarab of protection. Each use drains a charge. It radiates abjuration magic.

Amulet of Finding:
These amulets work in pairs.  Anyone wearing the one may see through the amulet of the being wearing the matching amulet.  Each user sees whatever is in range of the other's amulet.  This ability is usable once per adventure, for 5 rounds.

Amulet of Mind-blanking
When a charge is used, this amulet places the wearer under the effects of a mind blank spell for 24 hours. The amulet cannot be recharged; it turns to dust when the last charge is used.

Amulet of the Silver Dragon
This amulet prvides +1 protection as a ring of protection. The amulet also provides the wearer with a +2 reaction bonus when dealing with dragons of good alignment. Furthermore, the amulet has four charges which can be activated when the wearer is in the area of a breath weapon attack from an evil dragon. Each charge allows the PC to make a saving throw versus spell in order to take no damage from the breath attack or 1/4 damage on a failed save versus spell. This affects only the PC wearing the necklace. After the charges are expended the amulet continues to provide a +2 reaction bonus with good dragons, but loses its AC protection power.

Amulet of Splendor
Upon using one charge, the wearer gains a Charisma of 18 for 2d4 turns.

Armband of Healing
This armband allows a Cleric or Priest who is wearing it to cast any one cure spell at full effect once per adventure. The priest must have prayed for the spell.

Anklet of Walking 

Bag of Boulders:
T
his bag contains four stones each the size of an egg and weighing 1/2 lb.  When a stone is removed from the bag and thrown more than 10 feet away, it will transform into a 500-lb boulder.  The boulder can be thrown up to 60 feet away and does 3d10 points of damage to any taget it strikes.  The size and weight of the boulder is such that even persons protected by stoneskin take damag.  Once a boulder is thrown, it remains a normal boulder and cannot be returned to the bag.  When all the boulders are removed, the bag acts as a normal small bag.

Bag of Monkeys:
This is a small bag weighing only 2 pounds.  When thrown at or near a person, 2d6 monkeys emerge from the bag and climb on the nearest target.  Each monkey will either (50% chance) increase the person's AC (ie making him easier to be hit) or increase his THAC0 (ie making it harder for him to hit).  In addition, any spellcasters plagued by the monkeys are unable to cast any spells with material or somatic components.  Each monkey has an AC of 7 and 4 hit points.  The bag can only be used once, and then loses all of its magical power.

Bag of Tricks, Type A 
This is a type A bag (see DMG page 215).

Bag of Tricks, Type B 
This is a type B bag (see DMG page 215). 

Bag of Tricks, Type C 
This is a type C bag (see DMG page 215).

Bell of Service:  
Each charge will cast an unseen servent at 8th level.

Bodysuit of Shadows:
Changes size to fit the wearer.  This bodysuit bends shadows and dampens sound, giving a +10% to a thief's Hide in Shadows and Move Silently skills.  Its shadow-abilities give the wearer a +1 on AC.  The wearer cannot wear armor of any kind and benefit from this suit.  It functions as magical armor with respect to combining with other items of protection.

Book of Recording:
W
ords spoken into an open page of this small book are indelibly recorded there.  One short story (300 words) can be recorded per page of this 100 page volume.

Boxer Shorts with Golden Dandelions:
Said to be the boxer shorts of the great general Rashaverak himself.

Bracelet of Feather Falling
This platinum bracelet is worked to resemble a dragon. The eyes of the dragon are amethysts. The bracelet is valued at 2,000 GP. This bracelet acts as a ring of feather falling.

Bracelet of Minor Wishes
This bracelet is able to reproduce the effects of any spell which is 4th level or lower. This includes clerical as well as wizard spells. The wish must be used to EXACTLY duplicate a spell effect--no modifications of effects are allowed at all.

Bracelet of the Owl 
This plain wooden bracelet allows the wearer to see at night exactly like an owl.  Because of the improvement in night vision, any penalties to surprise rolls due to darkness are negated as long as there is minimal light available (stars or the moon).  On the other hand, the person wearing this bracelet is blinded in daylight or effects of light-like spells.

Broom of Cleaning:
This broom sweeps a 10' x 10' room clean in one turn.  It cannot attack, nor can it clean things that brooms cannot be normally used to clean.  It sweeps, that is all.

Bunny Slippers of Speed:
T
hese slippers work like boots of speed, but they have big bunny heads with floppy ears (real) on the feet.  They look so cute as to be embarrasing.

Cap of Confidence:
When this blue and white striped cap is worn, the wearer gains a +2 bonus on Saving Throws vs. Fear.

Cane of the Upper Class:
T
his fine walking cane, black and topped with a beautiful diamond, is appropriate for any high-class social function.  It has 4 functions:

  • It grants the dancing proficiency at skill 12, or gives +2 to the score of a PC who already has the dancing proficiency.
  • Inside the shaft of the cane is a blade, which may be wielded as a rapier +1.
  • The diamond may store a 1st or 2nd level spell.  this spell must be one its owner has cast into it, and this function may only be used by the can'es owner.  The spell may only be released in a high society party setting.
  • By tapping the diamond, an immaculately-dressed waiter appears, carrying a silver tray on which rests two fine crystal champagne glasses and a silver champagne bucket, filled with ice and a bottle of excellent champagne. The waiter, glasses, bottle, and silver items disappear after an hour, or as soon as they are separated from the cane's owner by more than 50 meters.  Only one waiter can appear at a time.

Chalice of Continual Water:
This chalice fills to the brim with clear, cold water.  The chalice holds 2 cups of water.  It can produce up to one gallon per day (fill itself 8 times).

Charm vs Charm:
A heart shaped pendent that will dispel a charm spell that effects the wearer (only if they fail the save) it then loses its magic. It may not be recharged.

Chrysolite Gem of Spell Warding:
W
hen a charge is expended, this gem releases an effect which makes its user immune to ice storm spells.  This only affects the holder of the gem.  the gem is destroyed when all charges are used.

Circular Metal Disk:
It casts Tenser's floating disk at fifth level once per adventure.

Continual Light Enchanted Gemstone
A 100 GP value gemstone was enchanted with a continual light spell at 6th level. It can be dispelled or negated in the usual ways, at which time the certificate should be torn up.

Cones of Communication:
By using these cones two people can communicate across a distance of up to 1,000 miles.  Anyone speaking into the cone can be clearly heard through the second device.

Coryinshard:
The archmage Elerio designed the Coryinstaff to generate waves of "anti-magic."  This is a shard from the headpiece of a prototype device, and though it holds some magical power, it is highly unstable.  Breaking the Coryinshard elicits a 10% chance of creating a wave of "dead magic" that ripples 20 yards in diameter from the owner, and lasts for but a single round.  This is sufficient to destroy "active" spells, item and potion effects (though not the items or potions themselves).  If the shard does not function, it loses all magic, and becomes useless rock.

Cube of Cooling:
This one-inch crystal cube functions when placed into a container filled with no more than 16 ounces (2 cups) of liquid.  The cube cools the liquid, keeping it at a pleasing 35 degrees.  It is best used in beverages.  It has no other effect than cooling, and will not function outside of the liquid.

Cube of Liquid Enhancement:
This platinum cube, when placed in a magical potion (not oil or ointment), doubles the
potentcy of the potion for 30 minutes.  During this time, only half the normal amount of the potion need to be consumed to take full effect.  Thus, one potion affected by the cube could be used for full effect by 2 PCs.  If the altered potion is not used in 30 minutes, the effect wears off.  Each use of the cube on a potion takes a charge.  If used on any form of alcohol, it doubles the potentcy, up to 190 proof; this use does not take a charge.  the cube cannot be recharged, and loses all magical ability once the charges are expended.

Dancing Dragon
This 8 inch long silver statuette of a silver dragon resembles Argentus. On command, it dances for two rounds. The statuette is usable once per day.

Digeridoo of Bubbles

dove's Harp:
The playing of this harp can cause a gentle soothing in the minds of all within 20 feet who hear it.  The soothing dispels magically induced fear, despair, discord, rage, and hopelessness in listeners within 20 feet who hear it for one full round.  One charge must be expended for this power to be used.  The music of the Dove's Harp can also cure light wounds once for any listener within 20 feet who hears the harp's song for at least two full rounds in succession, such curing being effective in any creature only once per adventure.  This effect also expends one charge per use.  While the music of the Dove's Harp is healing a creature as descibed above, both it and the harpist (not the assisted person, unless the harpist is also practicing self-healing) radiate a faint white faerie fire or nimbus.  The harp's magic is usable by any character class, although the music sounds truly awful unless played by a bard or by someone with Harp proficiency.  Additionally, in the hands of a bard the harp adds 5% to the bard's chance to influence people when played.  This item is not rechargeable.

Earring of Arachnid Control 
The earring is a specialized verson of a ring of animal control. The wearer of this ring may control one giant or 10-40 normal-sized arachnids of anytype. This includes spiders, scorpions, mites, and ticks. The arachnids are allowed a savings throw vs spell to resist the effect. The wearer must be able to see the arachnids to control them. Control last as long as the wearer concentrates on the arachnids and does not fight. (The wearer may move slowly if doing so does not break the line of sight.) When the wearer stops concentrating, the arachnids are free to run away or attack. This earring can be used for a full turn once per adventure. 

Eldath's Origami Peace Crane 
Once per adventure the owner may open this white paper figure by gently pulling down the wings. Instantly, a visible white aura covers a 60'ft radius. All within must save vs spell or become peaceful. All involved in combat will lay down their weapons including spell components and holy symbols. All who save will notice their comrades and opponents who have withdrawn, and may chose to also draw back. The protection of Eldath will give a +4 to ac and saves to anyone who withdraws. If attacked ,one who has withdrawn may chose to attack back on the next round but will only fight to subdue. Peacefulness radiates in the area as the conflict is resolved peacefully and truthfully. When all have withdrawn, those affected will automatically agree to settle the dispute at a trial in a court of law in the nearest city. Less intelligent creatures will submit to being turned over to the watch. Undead are not affected by the aura. The peace crane can only be used by those who believe in peace before fighting. That is, it may not be used by fighters, followers of Tempus or others who live by the sword. When the peace crane is used by a follower of Eldath the figure is immune to fire. 

Emerald
This gem stores a lightning bolt spell cast at 8th level. It can be used once. It is worth 20 GP.

Emerald:
gives +2 save vs poison and immune to the effects of alcohol for one adventure.

Emerald: 
this gem grants the owner a +2 bonus to saving throws vs poison and makes the wearer immune to the effects of alcohol.  This effect lasts for one adventure.  The gem is not rechargable.

Emerald of Guidance:
This gem allows the user to cast an augury spell, at the users level, regardless of class, once per adventure.

Evercold Mug
This one pint mug cools any liquid poured into it, making it ice-cold in one round.

Everproducing Rice Mortar:
Once per day, this mortar and pestle may be activated to provide any type of Kara-Turan (oriental) food for 1-10 people.  The food spews forth hot and fresh, and serves one meal for the stated number of people.  Any food not consumed quickly rots, so the food cannot be saved until later.

Eye of Snooping:
This cat's eye agate functions as the eye of a wizard eye once per adventure.

Figurine of Wondrous Power: Carrier Pigeon
Once per day, a 25 word message and the name and exact location of a person or creature can be spoken to this figure carved of gray rock. The bird then flies unerringly up to 100 miles to that creature and delivers the message, so long as the creature is not invisible or otherwise magically hidden. The person can be within a mile of the stated location and still receive the message, otherwise the bird returns unable to fulfill its mission. The bird cannot carry a message from the recipient back to the owner, nor can it communicate in any way (even magically) with its owner (thus it cannot go find a person and report the situation).

Fog puppy:
Fog Dogs appear as normal dogs in every respect. They are shades of gray and white, with fur pattern representing swirling fog. They are normally of even temperament, fiercely loyal, and obey their masters to the death. Fog Dogs can smell magic, howling loudly when they detect it( 3x daily ). In addition to a diet normal to dogs, Fog Dogs also eat magic items, stopping any action to consume items thrown to them. They also go after magic items left unattended, so when foes are brought low the Fog Puppy will sniff the magic items and consume some if it can ( this is true for fallen PC's too ). When killed the body of the Fog Dog disperses in a cloud of cold, swirling fog. This puppy has 1 hit point when obtained, and grows to full size (2 HD) in one year.

Fruit of Fine Fragrance 
The wearer of this fruit-shaped silver pin always smells fresh and clean, and faintly of the fruit of their choice. 

Gauntlets of Ogrillion Strength: 
These gauntlets provide 18/01 strength in the hands, and otherwise function exactly as gauntlets of ogre power. 

Gauntlets of Polishing:
The wearer of these gauntlets may clean and polish any metal object in 1/10th the normal time required.

Gem of Brightness:
This item functions exactly as described in the Dungeon Master Guide.  It cannot be recharged.  When all charges have been used, the item becomes completely non-magical.

Gemstone Necklace 
This magical necklace confers upon its wearer the ability to Hear Noise like a theif, with a 35% chance of success. If the wearer has this skill, the necklace confers a 20% bonus.

Glove of Magic Missiles 
This right-handed glove allows a spell caster able to cast magic missles to add one extra missile to the toal number of missiles cast.  Each use drains one charge, and only one charge may be used per magic missile spell.  It is not rechargable.  If two of these gloves are worn by the same being, neither work. 

Girdle of Dwarven Friendship
This device allows the wearer to speak, read and write in Dwarven. It also grants infravision 60' range.

Golden Dragon Flute:
A long delicate instrument, the flute has been carved from bone and painted with the figure of a gold dragon coiled around it.  In the hands of anyone with proficiency in the flute, it adds 2 to their proficiency.  When played by a bard, the flute is capable of creating an effect similar to that of the 1st level wizard spell phantasmal force once per day. The spell counts as though cast by a 10th level wizard.  While any entertainment-like effect can be created with its illusions, instantaneous attack spells such as magic missile, lightning bolt, fireball, etc, cannot.  Further, illusions it makes cannot be used to attack, as the purpose of the flute is to entertain, not harm.

Harp of Esheen

Harp of Healing:  
When this magical harp is played within 10 feet of wounded creatures, it heals them by 1 hit point per hour of playing.  However, once the music stops or a new PC takes over, further playing is useless until new wounds are received.  After six hours of continuous playing, a PC must make a successful Constitution check once per hour (with a cumulative -2 penalty) or the music stops and healing ends.

Holy Symbol of Kelemvor
Kelemvor created this holy symbol himself out of the ore found in a market in Shadowdale. The wearer receives diminished damage from undead: 1 point of damage per attack or if the attack does multiple die of damage, the damage is reduced by one die.

Ioun Stone - Dusty Rose:  
This ioun stone gives +1 to saves and to armor class.

Ioun Stone - Dusty Rose (saves only):  
This ioun stone gives +1 to saves, but does not add to armor class.

Ioun Stone - Fiery Red:
This stone allows its user to extinguish one campfire-sized non-magical fire once per day.  In addition, the user is immune to 25 points of damage from non-magical fires.  Once the 25 points are used up, the stone becomes non-magical.

Ioun Stone - Iridescent
This stone sustains the character without air

Ioun Stone - Pale Green

Ioun Stone - Pearly White Prism 
This ioun stone heals the user 1 hitpoint a turn as long as it is circling his head.

Ioun Stone - Pink and Green 
+1 to Charisma. Cannot raise charisma above 18. 

Ioun Stone - Pink Rhomboid
This magical pink rhomboid provides a +1 bonus to Constitution-based proficiency checks when it is used, granting its owner improved health and endurance.

Ioun Stone - Rainbow Spindle:
This stone allows the user to polymorph self once per adventure.  The effect lasts for one hour at 7th level.  Each use drains one charge.  the stone cannot be recharged.

Ioun Stone - Scarlet and Blue Sphere
This stone provides a +1 bonus to Intelligence-related proficiencies and checks. It does not confer actual Intelligence attribute. It aids memory, but does not make the user smarter.

Ioun Stone - Yellow
This stone grants a +1 bonus to Intelligence (Intelligence can exceed 18)

Ivory Horse
This small statue can be transformed into a normal riding horse for up to four hours, and can transform only once per day. During that time, if the horse is killed the statue is destroyed.

Jack Rabbit Crystal Sculpture
Each charge acts as a haste spell cast at 5th level but can only be used to flee combat. If so used, the enemy receives no "free" attack. This item is not rechargeable.

Jar of preservation:
preserves any item placed within it indefinitely.

Kimbers Necklace
This necklace grants the wearer an unmodified saving throw vs. breath weapon to negate the special attacks (level draining, aging, strength drain, whatever) of undead. Spell-like attacks are not affected. This necklace works three times per adventure only, and the wearer must have the necklace on for 24 hours before it will work. On the down side, the wearer makes unmodified saving throws vs. an enchantment/charm spell (charm, hold, etc.). Only unmodified saving throws are allowed for these spells.

Left magical gauntlet:
This is one-half of a pair of gauntlets of ogre power.  Unfortunately, it does not work without the right gauntlet of its set.

Magical Pear:
This pear, when completely eaten, bestows upon the eater the ability to cast a single lightning bolt spell for 6d6 damage.  The spell must be cast within 1 turn of the consumption of the fruit, or it is lost.

Mantle of the Mists:
This mantle can turn into a dense fog cloud, 20' x 20' x 10'.  The fog lasts for 1 turn or until the wearer ceases it.  This function can be used once per day, and each use drains one charge.  The item is not rechargable.

Magical Silver Link
The possessor of this link can heal himself 2 hit point once per adventure. The link works once per adventure, no matter how many different people claim to be the possessor.

Mahogany Salt Box
Persons sharing salt from this box are unable to take any hostile, violent, or aggressive action against each other for three days. The box may be refilled when empty, but salt removed from the box loses its power unless consumed in one hour. The box can serve up to 10 persons at one time.

Mask of Bhaal 
This elaborately carved wooden facemask instils a feeling of horror upon all who behold its fearsome countenance.  Any one creature (selected by the wearer) with a Wisdom lower than 12 viewing the mask must save vs. paralyzation or be frozen in fear for 1d4 rounds.  This power may be used once per adventure.  The item is a favorite for assassins, who use it to insure easy prey, and any character of good alignment will be revolted by its use by a companion.

Medallion of Divine Favour
This simple-looking medallion changes to reflect the priest's/druid's holy symbol of their deity, allowing it to replace the holy symbol in prayers and spell-use. Each charge can be used to increase the power of the user's healing spells. Such spells always heal at least 50% of the range allowed by the spell. The medallion is not rechargeable, but remains the holy symbol of the owner once all charges are gone. The medallion attunes itself to the first wearer, and may not be sold or traded on a temporary basis.

Medallion of Faith - Tymora:
This medallion allows the wearing priest, if a follower of Tymora, the following powers: Detect evil by touch (the medallion must touch the evil thing); Bless as spell once per day; Protection from evil 10' ft radius, as spell, once per day; Slow poison - the wearer is protected from harmful effects of poison for up to 24 hours.  If the wearer is not a priest of Tymora, the medallion's powers do not function.

Mielikki's Bracelet:
When wearing this bracelet, the PC gains a +1 reaction bonus when interacting with unicorns, treants, nixies, pixies, sprites, and dryads.  These bracelets do not work together, so only one bracelet can benefit one person.

Mirror of Beauty:
Objects viewed in this elegant hand mirror always appear exceptionally beautiful to the viewer.

Necklace of Missiles

Onyx Gem of Darkness:
This gem releases the spell darkness, 15' radius when a charge is used.  It cannot be recharged.  The gem is worth 100gp when non-magical.

Orange Topaz of Spell Storing:
This gem can store one wizard spell of 1st or 2nd level.  The spell can be changed once used, and it takes only a caster of the approprieate level to place the spell in the gem.

Parchment of Flawless Renderin:
Anthing drawn or recorded on this parchment will be rendered perfectly in all details.  Words will be recorded with flawless penmanship, and will be acurate even if heard unclearly. pictures will be drawn flawlessly even if only glimped beifly.  The sheets can-not be erased, but can be destroyed as normal parchment. Five sheets.

Phylactery of Faithfulness:
This phylactery is for chaotic deities only.  Any priests of other than chaotic alignment who touch it suffer 1d4 points of damage per touch.

Pill of Potion Power:
When placed in a potion, this pill causes the potion to have maximum effect for the consumer.

Pin of Dark Vision:
Activating this pin allows the wearer to see in any darkness including magical darkness for one turn.  Each use lasts for one hour and drains one charge.  When the charges are gone the pin crumbles to dust.

Pin of Illusionary Appearance
This pin will "clothe" the wearer in any form of illusionary clothing the wearer can imagine. It creates illusionary jewelry and accessories, but not armor or weapons: any armor or weapons worn remain visible and unchanged when this device is activated. The illusion cannot be changed or turned off once activated, until the duration expires. The illusion lasts for four hours or until the pin is removed. It may be used once per day for up to four continuous hour.

Portable Canoe:
This item comes as a small box, 6" x 6" x 1".  It unfolds into a normal-sized anoe with two normal-sized light paddles.  the daddles, if used as weapons, do 1d2 points of damage.  the canoe will not refold into its box size without the paddles inside.  The paddles, if lost, may be replaced with any normal-sized canoe paddles and the item will still function.

Punch Bowl of the Hairy Buffalo 
When a quantity of alcohol is poured into the punch bowl, it creates an equal quantity of another type of complimentary alcohol and mixes them.  The user does not have a choice on the kind of alcohol produced by the bowl.

Ribbon of Talutah, Blue 

Ribbon of Talutah, Orchid 

Ribbon of Talutah, Silver:
This ribbon was enchanted by an ancient wizard, Talutah.  Inside its threads rests the magic to prevent one magical aging attack.  If the wearer is aged via a magical effect of through the attack of a ghost or like creature, the ribbon protects him.  Then spent, the now-nonmagical ribbon flutters to the ground.

Ribbon of Talutah, Turquoise 
This ribbon was enchanted by an ancient wizard, Talutah. Inside its threads rests the magic to negate the effects of one gaze attack, such as from a medusa, catoblepas, etc. This does not make the wearer immune to the gaze of a creature, as viewings beyond the first will effect him. Once used, the now-nonmagical ribbon flutters to the ground. 

Rope of climbing:  
This rope is 60 feet in length.

Ruby Gem
This gem acts as a gem of insight. This effect last for only one adventure. The gem is not rechargeable. After the magic is used, the gem is worth 5,000 GP.

Silver Horn of Valhalla:
This horn summons 8 2nd level berserkers from Valhalla to attack the horn blower's enemies.  There are only 8 berserkers available, and if some of them are killed then only the remainder of them come the next time.  Mark off warriors as they are killed.  When all 8 are killed, the horn becomes non-magical.  The horn can only summon the berserkers once per adventure.  The berserkers remain for one turn once summoned.  The horn is worth 2,000gp as a non-magical horn. Berserkers (8): human F2: Int Average; Al CN; AC 6 (studded leather and shield); MV 12; hp 19; THACO 19 (adj THACO 18); #AT 1; Dmg 1-8+3 (spear or bastard sword one-handed); SA fight berserk (adjustments included in stats); SD nil; MR nil; Str 18.51; SZ M (about 6'); ML special.

Strawberry of Rube:
Eating this fruit grants the Engineering proficiency upon the eater.  This does not use a proficiency slot.  Eaters with the Engineering proficiency already gain a +2 bonus to the skill.

Tempus' Teapot

Tiger Eye Sapphire
Gives the user Infravision, 30' range, for one adventure

Veil of Protection:
This veil grants a +2 bonus to armor class.  It combines with other magical items of protection as a cloak of protection, and will NOT function if a cloak of proection is worn.  In addition, the wearer must wear sandals for the veil to function magically at all.  No sandals, no proteciton.

Vellum Diary:
This diary never runs out of paper, no matter how much is written in it.  It is always a book 4 inches thick, 7 inches wide, and 9 inches high. Writing cannot be erased from the book in any way.

Waukeen's Curing Clasp:
This magical cloak clasp was fashioned by priests of Waukeen.  When attached to a non-magical cloak valued at at least 1,000 gold pieces or more, it will confer a special curative power.  For every 1,000 gold value of the cloak -- up to a value of 3,000 gold - the clasp will heal 1d4 points of damage (so a 2,000 gp cloak can heal 2d4).  these can be called upon id 1d4 increments or all at once.  The clasp bestows this healing once a day.

Whistle of City Watch Calling:
This whistle summons a patrol of the city watch to the PC's location in 1d6 rounds provided thePC's are within 2 miles of the city walls.  The patrol extracts the PC's from whatever sitaution they are in, provided that up to 20 humans (the patrol size) could do so without sacrificing their lives.  The judge is free to interpret what "extract" means in a given sitaution, but the PC's must come out of it unharmed.  The PC's only get half the XP for the encounter.  If worn openly, it provides a +1 reaction bonus when dealing with City Watch members (even after its power has been used).  This item may be used once only.

Whistle of Pegaasus Summoning:  
This whistle will summon a pegasi to give PCs up to two rides anywhere in Faerun.

White Token
This token stores the spell restoration cast at 22nd level. It can be used once.

Wineskin of Exceptional Volume:
This wineskin holds two gallons of liquid, yet only occupies space as if it held one quart.  When full it only weighs one pound.  It can not hold acid.

Yo-yo of Fate:  
This mystical toy grants a +1 bonus to the user's saving throws, and a +2% bonus to all bardic abilities, but the yo-yo must be in use to gain these benefits, and using the yo-yo in combat negates the dexterity bonuses to AC.  Further, this toy can alter fate by adding +1 to any 1d20 rolled (after the roll).  Each such use shortens the string by 1 inch, and when the string is used up all the powers are lost.

Zagyg's Spell Component Pouch:
This pouch is usable three times per day. Non-magical spell componets only.


Potions, Ointments, Oils and Elixirs

Doas Isay Powder
This crystalline gray powder gives the user the ability to detect illusion and detect charm for 4 hours. It was given to you by a merchant from House Dilvanthor as thanks for helping stop the menace to his shipments on the Sea of Fallen Stars.

Elixir of Clerical Efficiency
The cleric's healing spells all provide maximum benefit for 4+1d4 turns

Elixir of Obscurement:
When poured from a height of 3 feet or more, this elixir creates a cloud 60 feet in doameter.  Vision is limited to one foot in the cloud, and it dampens sound and negates scents. Fighting in the cloud is done with a -4 penalty "to Hit."  The cloud lasts 1d4 turns.

Fungus Paste
The paste acts as one application of a neutralize poison spell for poisons which are applied through wounds. It does not work for poisons that are swallowed.

Horn of Plenty Potion:  
The imbiber can create 1 cubic foot of food per round for 1d8+4 rounds.

Jar of Oil
Each dose allows the user to speak with the dead as the priest spell (at 12th level) when rubbed on lips.

Mystra's Blessed Oil:
If applied to an object or creature under the effects of an enchantment, spell, or curse, this oil functions as a combination of remove curse and dispel magic at 15th level.  One dose (the contents of this vial) will cover a 10' x 10' square area.  If imbibed, it has the same effects on the drinker.  These effect are permanent.  Additionally, a spellcasting imbiber can cast spells normally in a wild magic or dead magic zone for 2-4 turns.

Potion of Acid:  
This vial must be thrown at a target.  When it hits, it bursts and does 3d8 points of damage to the target (objects must save vs. acid or be destroyed).  It does 1d8 damage from splash to any other creatures or objects within 5 feet of the impact, if a splash could reasonably happen.  Objects caught in the splash receive a +4 bonus to their saving throw vs. acid.

Potion of Cold Resistance:  
This potion confers immunity from normal cold.  Against magical cold attacks, the imbiber suffers less damage: -2 points per die of damage (minimum 1 point per die). It lasts for 1d4+4 turns.

Potion of Diminution
The potion shrinks the imbiber to 5% of normal size for 1d4+1 turns.

Potion of Magic Resistance:
This potion grants the 10% magic resistance to the imbiber for 1d4 turns.

Potion of Master Thievery:
As described in the Complete Thieves' book.

Potion of Moderate Dealing:
Restores 3d4+3 hps can divide into three doses of 1d4.

Potion of Revivication:
This potion allows the imbiber to continue to remain conscious when his hit points drop below 0.  In effect, it revives him.  The imbiber can remain conscious until hit points reach -10, at which point the imbiber dies (as usual).  Also, it does not stop the hit point loss that is suffered by characters below 0 hit points, the imbiber loses 1 hp per round until stabilized.

Potion of Red Dragon Breath:
This potion gives the imbiber the ability to breathe a cone (5' at base x10') of smoke.  The smoke completely obscures vision, everyone in the area of effect must save vs. breath weapon of cough for one round, suffering a -2 penalty to AC and THAC0 while coughing.  the imbiber can breathe smoke up to three times within the duration, which is 4+1d4 turns.

Potion of Superior Healing
This potion heals 6d8+6 points of damage. It may be divided into thirds for 2d8+2 each third.

Potion of Wizardry
This potion enhances a wizard's spells. For the duration of the effect (4+1d4 turns), all of the drinker's spells are cast as if the wizard were two levels higher than normal.

Snake Oil
When a green candle is anointed with this oil and burned, it will cure disease as the spell. Up to four individuals can be healed with on use. The oil cannot cure magical afflictions like lycanthropy.

Snake Oil, type 2
A think dark green liquid, it is contained in an amber glass vial with a ceramic stopper. The stopper is attached to the vial with a silver wire. It has the following three uses:

  • When a dose is swallowed, it acts as a neutralize poison spell.
  • When a dose is applied topically to a wound, it heals 2d6+12 points of damage.
  • When a dose is burned, its fumes can heal up to 4 persons for 1d6+4 points of damage. The four closest to the oil when it is burned are healed.

Vial of Liquid
This liquid allows immediate recovery of 6 levels worth of spells. It works for any spellcaster.


Rings

Bone Ring 
This plain finger ring is carved from human bone. It prevents energy drain from any source(such as undead and hostile spells). Each defensive use exhausts one charge until the ring crumbles to dust. It is not rechargeable. 

Ring of Arachnid Control 
This ring allows the wearer to control one giant or 10-40 normal-sized arachnids of any type. This includes beings which have magically assumed arachnid form, but not were-spiders. Arachnids are not allowed a saving throw unless they have an intelligence of 3 or greater (polymorphed characters get the best class-related saving throw allowed). The effects are identical to a ring of mammal control. the ring can be activated once per hour, and each use drains one charge. Each charge lasts for one hour. The arachnids must be within line of sight of the wearer, and may be controlled as long as the wearer concentrates on the arachnids and does not engage in combat or spellcasting. If concentration is broken, the effect is lost and the ring cannot be activated for an hour.

Ring of Cantrips
Four times a day a bard or mage may call upon a single cantrip effect, which lasts for one turn or until the user stops concentrating on it. Electrum ring that sparkles as if it was lightly coating with diamond dust.

Ring of Coolness
This ring protects against effects of heat, especially normal heat stroke conditions. The wearer always feels cool in extremely hot environments. Against heat-based attacks, the wearer gains a +2 to saving throws and -1 per die of damage.

Ring of Free Action:
This ring allows normal movement while under the effects of a hold spell, a web, or a slow spell, it uses one charge.  The ring cannot be recharged.

Ring of Hill Giant Strength:  
Gives a 19 strength to the wearer for 10 rounds once per adventure

Ring of Invisibility:
When activated, turns the user invisible as the Invisibilty spell.

Ring of Languages:
This ring allows the wearer to understand the languages of nixies, pixies, and sprites.

Ring of Last Request:
When the wearer of this ring is slain, the ring will send a telepathic message to any 10 individuals anywhere in the same plane of existence and time.  This message must be the same for all recipients, and is limited to 25 words or less.  The message may be composed at the time of death.  This ring works twice, then crumbles to dust.

Ring of Limited Truth:
This ring acts like a truth spell, each use drains one charge and lasts for one turn.  The ring is not rechargable.

Ring of Protection (+1 to +3):  
This ring provides a bonus to the wearers armor class and saving throws.

Ring of Protection +2, 5' radius:  
This ring provides a saving throw bonus to all within 5 feet, though this bonus does not add with other rings of proteciton.

Ring of Quirky Quickness:
Once per adventure, the wearer of this ring can move and attack at double normal rates for five rounds.  The effect is identical to the wizard spell haste, but this effect can be produced by command, not by spellcasting.  Unlike haste, the user ages two years with every use.  The ring also ages, even faster than the user.  It will crumble to dust by the start of the GenCon 1999 Game Fair.  While using the ring, the wearer's clothing and skin becomes striped bright yellow and red.  The ring is formed by two intertwined strands, one of gold and one of silver.  Engraved on the gold, in a repeated pattern, is SP for the Scarlet Picaros, a disbanded adventuring company.

Ring of Safety 
This ring may negate one failed saving throw. This ring works one time only, and then becomes non-magical. A silver ring with a large square-cut emerald mounted on it.

Ring of Shooting Stars
Each use of these functions drains one charge: dancing lights, light, faerie fire, ball lightning. Use of the shooting stars or spark shower powers drain two charges. The ring cannot be recharged.

Ring of Spell Turning:
This ring only functions once per day.  See DMG page 202 for details on spell turning.  Each use drains one charge.  The ring cannot be recharged.

Ring of water creation:
This ring allows its wearer to create water 1/day, as the priest spell cast at 12th level.  It also grants powers 1-4 of a ring of water elemental command (water elementals cannot attack wearer; other creatures from the plane of water suffer attack, dmage, and saving throw penalties; wearer can converse with water elementals; wearer suffers -2 to saving throws vs. lightning/electricity). Only one power of the ring works at one time.

Sirrus's Ring of Protection +1, +2 for Lawful Characters
If part of the wearer's alignment is lawful, then the ring functions as a ring of protection +2, otherwise it is only a ring of protection +1.


Scrolls, Spells and Spell Books

Scroll of Euclid the Counter  
Mathematical calculations made on this scroll will always be acurate (within the users's knowledge base - it does not grant the ability to know what to calculate).  The scroll may be partly or fully erased on comand. 

Scroll of Protection - Tanar'ri:
This scroll creates a circle of protection around the reader, to a 10' radius.  No tanar'ri can magically or physically penetrate this circle in any way, though tanar'ri can launch attachs at those within the circle by magic or hurled/missile weapons.  Those protected can launch attacks from within.  The summoned circle lasts 3d4 rounds.  Note that the protection radius is not an actual physical globe, and that, if summoned in an enclosed space in which the tanar'ri would be automatically trapped, the circle is considered voluntairly broken, and disappears.  There is no way in which this scroll may be used as an offensive weapon.

Scroll on Vampires:
This non-magical scroll contains basic information about all (known) types of vampires except Eastern ones (from Kara-Tur) and extra-planar ones (such as a gith vampire).  It allows the user to know information as is found on a Monsterous Manual entry for a vampire.


Wands, Staves and Rods

Rod of Lightning Bolts:
This rod will fire an 8d6 lightning bolt at the command of the wielder.  Each lightning bolt uses one charge, and the rod may not be recharged.  However, it has a 25% chance per use that it will explode, inflicting 3d6 of damage (no save) to the wielder and releasing the remaining charges in random directions.  this chance is lowered by 1% for each point of spellcraft proficiency of the wielder (ie a mage with a spellcraft of 14 has a 11% chance that the rod will explode).

Staff of the Apprentice:
This is a staff +2 that has a number of other powers. Its spell effects are at ninth level. The staff holds nine charges and cannot be recharged. Only a wizard of 6th level or less can use the staff.

  • For one charge: light, detect magic, armor.
  • For two charges:
    • protection +2 -- this draws the magic from the staff so it becomes a +0 weapon for the duration. The other powers are still functional. This function lasts for 9 rounds. This effect can be ended any time the caster desires.
    • striking -- The next blow that lands on an opponent does 10 points of damage, This replaces rolled damage and is cumulative with any strength bonus. This function can not be used while the protection function of the staff is operating.

Wand of Alter Self
This wand casts an alter self spell on the user when activated, at 6th level. Each casting drains one charge. The wand is not rechargeable.

Wand of Minor Fire:
This wand creates fireballs which do 3d6 points of damage.

Wand of Winter Wonder:
This wand is a variation on the wand of wonder.  It is silver, in the form of a long-stemmed rose, and encrusted with gems.  It is usable by anyone.  The command word is "Amaze Me."  The wand has a range of 60' and a roll should be made on the table below for effect each time it is used.  All effects center on or affect the target.

  • 01-12 fire shiled (chill shield only) for 6 rounds
  • 13-44 snow flurry in 30' radius, save vs wands or be blinded, lasts for 6 rounds.
  • 45-52 snowball swarm in 30' radius, inflicts 6d3 damage to all in area of effect, save vs wands for half damage, lasts 6 rounds but damage is done only once
  • 53-58 glitterdust as the 2nd level wizard spell cast at 2nd level
  • 59-67 frost giant strength (21) for 4 rounds
  • 68-77 gust of wind 60' long, as the 3rd level wizard spell
  • 78-87 faerie fire in 30' radius for 6 rounds
  • 88-96 illusion of frost covering everythinig, lasts for 6 rounds
  • 97-100 wall of ice, 10' high and 60' long and 6 inches thick, lasts for 6 rounds (vertical orientation only, cannot entrap targets).

Weapons

Arrows of Heat Seeking:
If these flight arrows miss their target, they continue to fly up to five times the normal range and attack the nearest source of heat.  Their magic does not work if they are shot at plant-based life or inanimate objects.  they do normal damage.

Arrows of Far Slaying:
These flight arrows have double the range of normal flight arrows and do 2d6 damage.

Arrows of Penetrating:
These flight arrows are not slowed by underbrush, webs, or any other form of covering.  the target gains no AC modifier for cover.  the arrows do not penetrate solid objects, however.

Blade of Brandishing:
This long sword is fashioned of steel and has an elaborate guard made of silver and set with gems.  The sword is a long sword +1, but has one additional power.  The wielder may choose to put on a display of prowess and might, thus intimidating those who view the display.  The wielder must spend a full round performing the display.  At the end of that time all opposing creatures with 4 HD or less must make a saving throw versus paralyzation.  Those who fail the saving throw give up hope and must either surrender or flee for 2d4 rounds.  Each use of the brandishing power requires one charge.  The sword has 3 charges.

Bracer Blade +2:
This magical bracer creates a plane of force that acts in all ways like a shortsword+2 for purposes of combat.  A shimmering blue blade of force is created that sheds light in a 5ft radius.  a loud humming noise is created by the bracer blade that can be heard by all creatures within  50ft of the wielder. Once activated, the blade will stay in existence for 1 turn.  It is usable only once per day.

Broadsword +1 - Anti-stoneskin:
This sword works exactly like a +1 broadsword but when used against someone with an active stoneskin spell, the sword ignores the effect of the spell, allowing the sword to do normal damage when the bearer successfully strikes the AC of the stoneskinned being.  Each such use drains one charge, the sword has 10 charges.  When the charges run out, the sword is still a broadsword +1.  Every swing of the sword is still considered an attack, so each will still remove one defense of the stoneskin spell.

Broadsword +2 vs. sound:
This sword a +2 to saves vs. sound attacks, such as, but not limited to harpies songs, banshee's wails, and spells that have only vocal components.

Crossbow of Enchantment:
This light crossbow provides no magical bonus, but its bolts can hit creatures which can only be hit by +1 or +2 magical weapons.

Cleaver+2:  
This weapon does damage like a hand axe.

Dagger of Returning:
If thrown and the daggers misses a target it will return to hand at the end of the round.

Dagger of Shocking
This dagger can cause 2d4 points extra of electrical damage once per day

Dwarven Battle Axe +2:
This weapond oes normal battle axe damage.  It is just made by and sized for dwarves.

Evergreen- Scimitar of Haste +2
This scimitar is +2, but in the hands of a druid or ranger, it is +3. When wielded by a druid or ranger, the blade dimly glows an olive green (light 20'rad.) and allows the wielder to cast haste upon himself or herself. The haste effect lasts one turn and consumes one charge. The scimitar has five charges remaining, and once used, the scimitar becomes a scimitar +1. Value 10,000 GP.

Flail of Fury:
If wielded with one hand, this flail functions in all respects as a normal flail +2.  If wielded with two hands, however, the flail grants the wielder one additional melee attack at the end of the round.

Gleaming Mace +3, +4 vs. Undead
This gleaming footman's mace is constructed of a single block of a unique platinum-adamantite alloy. Its surface is extremely smooth and its shape is uniform and regular. In the presence of any light whatsoever this weapon gleams with a soft, warm light. This weapon was sanctified on the plane of Elysium, where it was bathed in the glory of ten thousand dawns.

Hammer of Throwing +1:
Acts as axe of throwing.

Long Sword of Light and Darkness +1
This sword can cast light or darkness on itself once per day

Longsword of the Planes:
This sword has the following bonuses: in the abyss, +4; in the outlands or Astral plane, +3; on the prime material, the other outer planes, or the ethereal plane, +2; on the inner planes +1.

Long Sword +2, Stormblade 
This long sword grants a +4 saving throw bonus vs electrical attacks when held, and -1 point of damage per die (minimum 1 point of damage per die).  It can be activated once per adventure for five rounds.  During this time, blue electrical bolts dance about the blade and shock any opponent hit for an additional 1d6 damage.

Mace-Axe of Giant Strength 
This strange weapon combines the best attributes of both a mace and an axe.  The weapon is constructed of a strange steel alloy and bears an adamantite handle.  this weapon is a two handed weapon for those not size L (7 feet or taller).  The mace-axe of giant strength is a +2 weapon, and by expending a charge the wielder gains a +7 bonus to damage for one turn.  It does not confer additional "to hit" bonuses, and the +7 damage bonus replaces the normal +2 to damage that the weapon does.  Once all charges are expended, the weapon then becomes a +1 weapon with no special powers.  Proficiency with either mace or axe give the PC proficiency with this weapon.  Clerics and priests who cannot use axes or edged weaons may NOT use the mace-axe, as this weapon bears an edge.  Damage for the mace-axe is 2d4/1d6+1.

Mace of Light +1
This mace radiates an aura of pure light in a 5' radius when undead are within 25 feet of the wielder and the command phrase, "show me", is spoken. This grants a +1 bonus to the wielder's AC. This power can be used once per day for up to one turn.

Mace of the Positive Material Plane
This silver mace is as tough as a steel mace, and always glows brightly, as if continual light had been cast on it. It is a +2 weapon, +3 versus undead, doing double it base damage against undead on a roll of a 20 (2d6+8/2d6+6; additional magical pluses, Strength, and other pluses are not doubled). GP Value: 8,000 GP

Mighty Trident +1:
On a successful hit with intent to impale (announced at the start) (-4 penalty to hit) the trident can impale a target.  If this impale attempt misses, the attack misses.  Anyone thus impaled is pinned (as per the wrestling rules) in the next round.  Also, on any attempt to break free of the pin, the wielder of the trident adds 4 to his strength for purposes of determining the result.  The trident can only be wielded by a person with a strength of 13 or greater.

Moon's Hand Mace +2:
In the hand of a specialty priest of Selune, this mace functions as a mace +3, in the hands of anyone else, it is a normal mace +2

Morning Star +2
This enchanted weapon inflicts 2d4+2 damage vs. small and medium targets and 1d6+3 against large foes. The haft is crafted from fine ebonwood polished to a gleaming finish. Inlaid into the haft in gold and silver are starburst designs. The chain that extends from the haft is fashioned of adamantine, and the imposing "star" at the end of it is made of a metal you cannot identify.

Nature's Blade, Scimitar +2:
This blade is crafted of solid mahogany, enchanted to be as sturdy as the strongest steel.  Though it saves as enchanted steel, it cannot be affected by a heat metal spell.  Along its blade are etchings of fern leaves, all inlaid with polished bronze.  The hilt is in the shape of a stump, with the face of a small owl visible at the pommel.  Made by the lady of the forest to combat evil, the blade functions differently in the hands of various individuals.

  • In the hands of a ranger, the sword allows its wielder to cast speak with animals, once per day, as if the wearer were a sixth level priest or druid.

  • In the hands of a druid, the sword functions as a scimitar +3 and increases the duration of speak with animals spells by five rounds.  The druid must spend a proficiency slot to use the weapon or suffer a non-proficiency penalty.

  • In the hands of all others, it functions only as a scimitar +2.

Once per month, this blade must be thrust into the earth and left overnight to reclaim nutrients from the soil.  If this is not done, the blade will lose all its powers.

Pickaxe +2 / +3 When Used Underground:
This duergar-crafted pickaxe is a small piercing weapon and 1d6 damage.  It requires its own weapon proficiency slot to be used normally.

Pickaxe of Piercing:
This rare item is simply an enchanted, adamantite pickaxe, used in mining.  It does 1d6+2 damage (2d6 against larger than human sized creatures) and has a special property - it can pierce magical barriers.  The pointed, double-ended head of a pickaxe of piercing is effective against magical barriers of all sorts - walls, shells, spheres, and mantles.  Each contact between the head of the pickaxe and a barrier has a 10% chance (not cumulative) of causing the magical field to instantly collapse, dispelled.  If the field survives, it is unharmed, and has normal effects.  A single field can only be tested once per round by a single pickaxe of piercing, but blows by multiple pickaxes force multiple checks.  Unfortunately, this item has a 3% chance of exploding on contact with a magical barrier, whether it successfully brings it down or not.

Quarterstaff of Rapid Magery:
This sturdy oaken staff functions in combat as a quarterstaff +2.  Once per adventure, any wizard character (not a bard) may use this staff, while in combat and before initiative is rolled, to cast a memorized spell and have its effects get resolved at the beginning of a round, before any movement or attacks.  This effect occurs simultaneously with attacks from weapons of speed, such as the scimitar of speed.

Rylia Carsi-Long Sword +1
This sword can detect gems and precious metals in a 20' radius once per day. Its ego requires that 10% of any wealth the owner acquires be put into decoration for the sword (or its scabbard) or it will refuse to use its special power.

Scimitar of the Planes:
This sword is +2 on the prime material (and pocket dimensions), +1 on the Ethereal and inner planes, +3 on the Astral plane and outer planes, and +4 on the Outlands and Sigil.

Shortbow of Light:
This short bow fires "tracers" as each arrow fired is lit up by a light spell.  The arrows do double damage to any undead or other creature affected by light.  The light from the arrows goes out when the arrows hit.

Six Shooter Crossbow
+1 hand crossbow that can fire 6 bolts before needing to be reloaded. It can be fired or reloaded at a rate of three bolts per round.

Spear of Light +2:
This spear can release a light spell centered on its tip three times/adventure.  This is extinguished on command.

Spear +3 of Distance:
This spear can be thrown at double the usual ranges for spears.

Spellbreaker, Warhammer +2:
Spellbreaker destroys magical walls such as walls of force, stone, fire, etc.  By striking the wall with the hammer, there is a 25% chance that the wall will be dispelled.  Each strike which destroys a wall uses one charge.  when all charges are used up, the magical properties of the hammer are lost.  The item cannot be recharged.

Staff-mace
This fine priestly weapon looks like a nonmagical wooden staff. However, by loudly speaking the command words-Challenge me now, Oh ye fickle, flighty fates-it will randomly take one of these forms:

Roll Type Effect
01-33 quarterstaff iron shod quarterstaff +3
34-67 great mace iron footman's mace +1
68-00 mace iron horseman's mace +2

Two-handed Sword +1, Flame Tongue:
This sword is only +3 vs. undead (instead of the usual +4).  It's light iluminates in a 15-foot radius (as a normal torch).  It is otherwise the same as a flame tongue as given in the Dungeon Master Guide.

Two-headed Flail +1:
This weapon has one attack (even though it has two heads) and does 2d4+1 points of damage including magical bonus.

Wakizashi:
This fine curved sword of highly-polished steel is an especially sharp blade with a curved ivory handle in the shape of a dragon's head.  The eyes are twin, sparkling rubies. The sword is valued at 12,000gp. The blade can be wielded b those proficient with wakizashi.  Those proficient in long sword can use it with a -1 penalty to hit, and everyone else takes the standard non-proficiency penalty.